Various tweaks

This commit is contained in:
Anuken
2020-05-26 12:59:05 -04:00
parent c1d4a4851f
commit a7c7295893
13 changed files with 688 additions and 607 deletions

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@@ -218,6 +218,13 @@ public class Fx{
}); });
}).ground(), }).ground(),
unitLandSmall = new Effect(30, e -> {
color(Tmp.c1.set(e.color).mul(1.1f));
randLenVectors(e.id, 6, 12f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.1f);
});
}).ground(),
unitPickup = new Effect(18, e -> { unitPickup = new Effect(18, e -> {
color(Pal.lightishGray); color(Pal.lightishGray);
stroke(e.fin() * 2f); stroke(e.fin() * 2f);

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@@ -71,10 +71,30 @@ public class UnitTypes implements ContentList{
cix = new UnitType("cix"){{ cix = new UnitType("cix"){{
drag = 0.1f; drag = 0.1f;
speed = 0.8f; speed = 0.8f;
hitsize = 8f; hitsize = 11f;
health = 130; health = 140;
legCount = 6; legCount = 6;
rotateShooting = false;
weapons.add(
new Weapon("missiles-mount"){{
reload = 20f;
x = 4f;
rotate = true;
mirror = false;
shake = 1f;
bullet = Bullets.missileSwarm;
}},
new Weapon("missiles-mount"){{
reload = 20f;
x = -4f;
rotate = true;
mirror = false;
flipSprite = true;
shake = 1f;
bullet = Bullets.missileSwarm;
}});
}}; }};
titan = new UnitType("titan"){{ titan = new UnitType("titan"){{

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@@ -549,7 +549,7 @@ public class NetServer implements ApplicationListener{
connection.viewHeight = viewHeight; connection.viewHeight = viewHeight;
//disable shooting when a mech flies //disable shooting when a mech flies
if(!player.dead() && player.unit().isFlying() && !player.unit().type().flying){ if(!player.dead() && player.unit().isFlying() && player.unit() instanceof Mechc){
shooting = false; shooting = false;
} }

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@@ -22,6 +22,7 @@ import mindustry.type.*;
import mindustry.type.Sector.*; import mindustry.type.Sector.*;
import mindustry.type.Weather.*; import mindustry.type.Weather.*;
import mindustry.world.*; import mindustry.world.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.legacy.*; import mindustry.world.blocks.legacy.*;
import static mindustry.Vars.*; import static mindustry.Vars.*;
@@ -78,6 +79,18 @@ public class World{
return height()*tilesize; return height()*tilesize;
} }
@NonNull
public Floor floor(int x, int y){
Tile tile = tile(x, y);
return tile == null ? Blocks.air.asFloor() : tile.floor();
}
@NonNull
public Floor floorWorld(float x, float y){
Tile tile = tileWorld(x, y);
return tile == null ? Blocks.air.asFloor() : tile.floor();
}
@Nullable @Nullable
public Tile tile(int pos){ public Tile tile(int pos){
return tile(Point2.x(pos), Point2.y(pos)); return tile(Point2.x(pos), Point2.y(pos));

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@@ -2,16 +2,20 @@ package mindustry.entities.comp;
import arc.math.*; import arc.math.*;
import arc.util.*; import arc.util.*;
import mindustry.*;
import mindustry.annotations.Annotations.*; import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.entities.*; import mindustry.entities.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.world.blocks.environment.*;
@Component @Component
abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
@Import float x, y, rotation, elevation; @Import float x, y, elevation;
transient Leg[] legs = {}; transient Leg[] legs = {};
transient float totalLength; transient float totalLength;
transient int lastGroup;
@Override @Override
public void update(){ public void update(){
@@ -20,7 +24,9 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
int count = type().legCount; int count = type().legCount;
float legLength = type().legLength; float legLength = type().legLength;
float rotation = vel().angle();
//set up initial leg positions
if(legs.length != type().legCount){ if(legs.length != type().legCount){
this.legs = new Leg[count]; this.legs = new Leg[count];
@@ -43,7 +49,25 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
totalLength += Mathf.dst(deltaX(), deltaY()); totalLength += Mathf.dst(deltaX(), deltaY());
int stage = (int)(totalLength / moveSpace); int stage = (int)(totalLength / moveSpace);
int odd = stage % div; int group = stage % div;
if(lastGroup != group){
//create ripple effects when switching leg groups
int i = 0;
for(Leg l : legs){
if(i++ % div == lastGroup){
Floor floor = Vars.world.floorWorld(l.base.x, l.base.y);
if(floor.isLiquid){
floor.walkEffect.at(l.base.x, l.base.y, 0, floor.mapColor);
}else{
Fx.unitLandSmall.at(l.base.x, l.base.y, 0.5f, floor.mapColor);
}
}
}
lastGroup = group;
}
float movespace = 360f / legs.length / 4f; float movespace = 360f / legs.length / 4f;
float trns = vel().len() * 12.5f * div/1.5f; float trns = vel().len() * 12.5f * div/1.5f;
@@ -58,7 +82,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
Tmp.v1.trns(dstRot, legLength).add(x, y).add(Tmp.v4); Tmp.v1.trns(dstRot, legLength).add(x, y).add(Tmp.v4);
Tmp.v2.trns(rot2, legLength / 2f).add(x, y).add(Tmp.v4); Tmp.v2.trns(rot2, legLength / 2f).add(x, y).add(Tmp.v4);
if(i % div == odd){ if(i % div == group){
l.base.lerpDelta(Tmp.v1, moveSpeed); l.base.lerpDelta(Tmp.v1, moveSpeed);
l.joint.lerpDelta(Tmp.v2, moveSpeed / 4f); l.joint.lerpDelta(Tmp.v2, moveSpeed / 4f);
} }

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@@ -579,11 +579,11 @@ public class DesktopInput extends InputHandler{
float speed = unit.type().speed * Mathf.lerp(1f, unit.type().canBoost ? unit.type().boostMultiplier : 1f, unit.elevation()) * strafePenalty; float speed = unit.type().speed * Mathf.lerp(1f, unit.type().canBoost ? unit.type().boostMultiplier : 1f, unit.elevation()) * strafePenalty;
float xa = Core.input.axis(Binding.move_x); float xa = Core.input.axis(Binding.move_x);
float ya = Core.input.axis(Binding.move_y); float ya = Core.input.axis(Binding.move_y);
boolean boosted = (!unit.type().flying && unit.isFlying()); boolean boosted = (unit instanceof Mechc && unit.isFlying());
movement.set(xa, ya).nor().scl(speed); movement.set(xa, ya).nor().scl(speed);
float mouseAngle = Angles.mouseAngle(unit.x(), unit.y()); float mouseAngle = Angles.mouseAngle(unit.x(), unit.y());
boolean aimCursor = omni && isShooting && unit.type().hasWeapons() && unit.type().faceTarget && !boosted; boolean aimCursor = omni && isShooting && unit.type().hasWeapons() && unit.type().faceTarget && !boosted && unit.type().rotateShooting;
if(aimCursor){ if(aimCursor){
unit.lookAt(mouseAngle); unit.lookAt(mouseAngle);

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@@ -37,7 +37,7 @@ public class UnitType extends UnlockableContent{
public float drag = 0.3f, accel = 0.5f, landShake = 0f; public float drag = 0.3f, accel = 0.5f, landShake = 0f;
public float health = 200f, range = -1, armor = 0f; public float health = 200f, range = -1, armor = 0f;
public boolean targetAir = true, targetGround = true; public boolean targetAir = true, targetGround = true;
public boolean faceTarget = true, isCounted = true, lowAltitude = false; public boolean faceTarget = true, rotateShooting = true, isCounted = true, lowAltitude = false;
public boolean canBoost = false; public boolean canBoost = false;
public int legCount = 4; public int legCount = 4;
public float legLength = 24f; public float legLength = 24f;
@@ -288,7 +288,7 @@ public class UnitType extends UnlockableContent{
Draw.rect(weapon.region, Draw.rect(weapon.region,
unit.x() + Angles.trnsx(rotation, weapon.x * i, weapon.y) + Angles.trnsx(weaponRotation, 0, recoil), unit.x() + Angles.trnsx(rotation, weapon.x * i, weapon.y) + Angles.trnsx(weaponRotation, 0, recoil),
unit.y() + Angles.trnsy(rotation, weapon.x * i, weapon.y) + Angles.trnsy(weaponRotation, 0, recoil), unit.y() + Angles.trnsy(rotation, weapon.x * i, weapon.y) + Angles.trnsy(weaponRotation, 0, recoil),
width * Draw.scl, width * Draw.scl * -Mathf.sign(weapon.flipSprite),
weapon.region.getHeight() * Draw.scl, weapon.region.getHeight() * Draw.scl,
weaponRotation); weaponRotation);
} }
@@ -323,21 +323,24 @@ public class UnitType extends UnlockableContent{
Leg[] legs = unit.legs(); Leg[] legs = unit.legs();
float srad = 2.1f;
float ssize = footRegion.getWidth() * Draw.scl * 1.5f; float ssize = footRegion.getWidth() * Draw.scl * 1.5f;
for(Leg leg : legs){ for(Leg leg : legs){
Drawf.shadow(leg.base.x, leg.base.y, ssize); Drawf.shadow(leg.base.x, leg.base.y, ssize);
} }
int index = 0;
for(Leg leg : legs){ for(Leg leg : legs){
boolean flip = index++ >= legs.length/2f;
int flips = Mathf.sign(flip);
Draw.color(); Draw.color();
Lines.stroke(legRegion.getHeight() * Draw.scl); Lines.stroke(legRegion.getHeight() * Draw.scl * flips);
Lines.line(legRegion, unit.x(), unit.y(), leg.joint.x, leg.joint.y, CapStyle.none, 0); Lines.line(legRegion, unit.x(), unit.y(), leg.joint.x, leg.joint.y, CapStyle.none, 0);
Lines.stroke(legBaseRegion.getHeight() * Draw.scl); Lines.stroke(legBaseRegion.getHeight() * Draw.scl * flips);
Lines.line(legBaseRegion, leg.joint.x, leg.joint.y, leg.base.x, leg.base.y, CapStyle.none, 0); Lines.line(legBaseRegion, leg.joint.x, leg.joint.y, leg.base.x, leg.base.y, CapStyle.none, 0);
float angle1 = unit.angleTo(leg.joint), angle2 = unit.angleTo(leg.base); float angle1 = unit.angleTo(leg.joint), angle2 = unit.angleTo(leg.base);

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@@ -19,7 +19,7 @@ public class Weapon{
/** whether to mirror the weapon (draw two of them, which is the default) */ /** whether to mirror the weapon (draw two of them, which is the default) */
public boolean mirror = true; public boolean mirror = true;
/** whether to flip the weapon's position/side on the ship (only valid when mirror is false) */ /** whether to flip the weapon's position/side on the ship (only valid when mirror is false) */
public boolean flipped = false; public boolean flipped = false, flipSprite = false;
/** whether to shoot the weapons in different arms one after another, rather than all at once; only valid when mirror = true */ /** whether to shoot the weapons in different arms one after another, rather than all at once; only valid when mirror = true */
public boolean alternate = false; public boolean alternate = false;
/** whether to rotate toward the target independently of unit */ /** whether to rotate toward the target independently of unit */